您的位置:首页 > 编程语言

windows下实现win32俄罗斯方块练手,编程的几点心得

2016-03-05 22:23 411 查看
编程珠玑2阅读笔记:

1.使用c语言性能监视器,完成对代码的调优工作

2.关联数组:
拓扑排序算法,可以用于当存在遮挡的时候决定三维场景的绘制顺序。

3.小型算法中的测试与调试工具
脚手架程序:《人月神话》一个软件产品中应该有一半的代码都是脚手架。
类似,小型的代码库

4.自描述数据
每个程序员都知道破解神秘数据的挫折与艰辛。

5.劈开戈尔迪之结
什么是用户的真正需求:
一个运筹学者接到任务,设计末座大楼的电梯调度策略,使乘客等待的时间最短,在走访了这座大楼之后,他认识到雇主真正想要解决的问题是,尽量减少乘客的不适( 乘客不喜欢等电梯)。他这样解决问题:在每部电梯附近装上几面镜子。乘客在等电梯时候,可以自我欣赏一下,对电梯速度的抱怨大幅减少了。他发现了用户的真正需求

7.粗略估算
程序员3大美德:对数值敏感,实验的欲望,良好的数学功底

在来说这个俄罗斯方块,其实主要是2个大的部分:

1.界面绘制(游戏区,信息区,刷新重绘工作)

游戏区方块的绘制,其实都是数组来记录



2.游戏逻辑(上下左右,变形)

其实就是对数组的旋转



主要代码,才六百行:

// Russian_cube.cpp : 定义应用程序的入口点。
//
//
//
//
#include "stdafx.h"
#include "Russian_cube.h"

#define MAX_LOADSTRING 100
//Tetris
#define BOUND_SIZE 10
#define TETRIS_SIZE 30
#define GAME_X 10
#define GAME_Y 20
#define INFO_X 6
#define INFO_Y GAME_Y

//定时器
#define  MY_TIMEER 1
#define  DEFAULT_INTERVAL 500 //默认每0.5秒下降一格

//定义俄罗斯方块的形状
BOOL g_astTetris[][4][4] =
{
{{1,1,0,1},{0,0,0,0},{0,0,0,0},{0,0,0,0}},
{{1,1,0,0},{0,0,1,1},{0,0,0,0},{0,0,0,0}},
{{1,1,0,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
{{0,1,1,0},{1,1,0,0},{0,0,0,0},{0,0,0,0}},
{{0,1,0,0},{1,1,1,0},{0,0,0,0},{0,0,0,0}},
{{1,1,1,1},{0,0,0,0},{0,0,0,0},{0,0,0,0}}
};
#define  TETRIS_CNT (sizeof(g_astTetris)/sizeof(g_astTetris[0]))

//当前方块的形状
BOOL g_CurTetris[4][4];
BOOL g_NextTetris[4][4];
BOOL g_stGame[GAME_X][GAME_Y];//记录已经落下来的方块

//记录方块左上角的坐标
UINT TetrisX;
UINT TetrixY;
UINT g_uiInterval;
UINT g_uiScore;

UINT g_uiMySeed = 0xffff;

// 全局变量:
HINSTANCE hInst;								// 当前实例
TCHAR szTitle[MAX_LOADSTRING];					// 标题栏文本
TCHAR szWindowClass[MAX_LOADSTRING];			// 主窗口类名

// 此代码模块中包含的函数的前向声明:
ATOM				MyRegisterClass(HINSTANCE hInstance);
BOOL				InitInstance(HINSTANCE, int);
LRESULT CALLBACK	WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK	About(HWND, UINT, WPARAM, LPARAM);

int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR    lpCmdLine,
int       nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);

// TODO: 在此放置代码。
MSG msg;
HACCEL hAccelTable;

// 初始化全局字符串
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_RUSSIAN_CUBE, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);

// 执行应用程序初始化:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}

hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_RUSSIAN_CUBE));

// 主消息循环:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}

return (int) msg.wParam;
}

//
//  函数: MyRegisterClass()
//
//  目的: 注册窗口类。
//
//  注释:
//
//    仅当希望
//    此代码与添加到 Windows 95 中的“RegisterClassEx”
//    函数之前的 Win32 系统兼容时,才需要此函数及其用法。调用此函数十分重要,
//    这样应用程序就可以获得关联的
//    “格式正确的”小图标。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;

wcex.cbSize = sizeof(WNDCLASSEX);

wcex.style			= CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc	= WndProc;
wcex.cbClsExtra		= 0;
wcex.cbWndExtra		= 0;
wcex.hInstance		= hInstance;
wcex.hIcon			= LoadIcon(hInstance, MAKEINTRESOURCE(IDI_RUSSIAN_CUBE));
wcex.hCursor		= LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground	= (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName	= MAKEINTRESOURCE(IDC_RUSSIAN_CUBE);
wcex.lpszClassName	= szWindowClass;
wcex.hIconSm		= LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));

return RegisterClassEx(&wcex);
}

//
//   函数: InitInstance(HINSTANCE, int)
//
//   目的: 保存实例句柄并创建主窗口
//
//   注释:
//
//        在此函数中,我们在全局变量中保存实例句柄并
//        创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;

hInst = hInstance; // 将实例句柄存储在全局变量中

hWnd = CreateWindow(szWindowClass, szTitle,  WS_MINIMIZEBOX | WS_SYSMENU,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);

if (!hWnd)
{
return FALSE;
}

ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);

return TRUE;
}

int GetRandNum(int iMin,int iMax)
{
//取随机数
srand(GetTickCount() + g_uiMySeed-- );

return iMin + rand()%(iMax -iMin);
}

VOID DrawBackGround(HDC hdc)
{
int x, y;
HPEN hPen = (HPEN)GetStockObject(NULL_PEN);
HBRUSH hBrush = (HBRUSH)GetStockObject(GRAY_BRUSH);
//(HBRUSH)CreateSolidBrush()

HBRUSH hBrush_luo = (HBRUSH)GetStockObject(BLACK_BRUSH);

Rectangle(hdc,BOUND_SIZE,BOUND_SIZE,BOUND_SIZE + GAME_X*TETRIS_SIZE
,BOUND_SIZE + GAME_Y * TETRIS_SIZE);

SelectObject(hdc,hPen);

for (x = 0; x < GAME_X; x++)
{
for (y = 0 ;y < GAME_Y; y++)
{
if (g_stGame[x][y])
{
SelectObject(hdc,hBrush_luo);
}
else
{

SelectObject(hdc,hBrush);
}
Rectangle(hdc,BOUND_SIZE + x*TETRIS_SIZE,
BOUND_SIZE + y * TETRIS_SIZE,
BOUND_SIZE + (x + 1)*TETRIS_SIZE,
BOUND_SIZE + (y + 1) * TETRIS_SIZE);
}
}
}
//信息区 的绘制
VOID DrawInfo(HDC hdc)
{
int x,y;
int nStartX,nStartY;
RECT rect;
TCHAR szBuf[100];//得分的字符串

HPEN hPen = (HPEN)GetStockObject(BLACK_PEN);
HBRUSH hBrush = (HBRUSH)GetStockObject(NULL_BRUSH);

HBRUSH hBrush_have = (HBRUSH)GetStockObject(GRAY_BRUSH);
SelectObject(hdc,hPen);
SelectObject(hdc,hBrush);

Rectangle(hdc,BOUND_SIZE*2 + GAME_X * TETRIS_SIZE,
BOUND_SIZE,BOUND_SIZE *2 + (GAME_X + INFO_X)*TETRIS_SIZE,
BOUND_SIZE + INFO_Y * TETRIS_SIZE);

for (x = 0; x < 4; x++)
{
for (y = 0 ;y < 4 ;y++)
{
nStartX = BOUND_SIZE *2 + GAME_X*TETRIS_SIZE + (y +1)*TETRIS_SIZE;
nStartY = BOUND_SIZE + (x +1)*TETRIS_SIZE;
if (g_NextTetris[x][y])
{
SelectObject(hdc,hBrush);
}
else
{
SelectObject(hdc,hBrush_have);
}
Rectangle(hdc,nStartX,nStartY,nStartX+TETRIS_SIZE,nStartY+TETRIS_SIZE);
}
}

nStartX = BOUND_SIZE *2 + GAME_X*TETRIS_SIZE;
nStartY = BOUND_SIZE ;

rect.left = nStartX + TETRIS_SIZE;
rect.right = nStartX + TETRIS_SIZE * (INFO_X -1);
rect.top = nStartY + TETRIS_SIZE *6;
rect.bottom = nStartY + TETRIS_SIZE *7;

wsprintf(szBuf,L"Score: %d",g_uiScore = 0);

DrawText(hdc,szBuf,wcslen(szBuf),&rect,DT_CENTER);

}

//绘制区方块,起始坐标和需要绘制的方块形状
VOID DrawTetris(HDC hdc, int nStartX,int nStartY,BOOL bTetris[4][4])
{
int i,j;
HPEN hPen = (HPEN)GetStockObject(BLACK_PEN);
HBRUSH hBrush = (HBRUSH)GetStockObject(WHITE_BRUSH);
SelectObject(hdc,hPen);
SelectObject(hdc,hBrush);

for (i = 0;i < 4; i++)
{
for (j = 0;j < 4;j++)
{
//j 是x方向的坐标偏移
if (bTetris[i][j])
{
Rectangle(hdc,BOUND_SIZE +(nStartX + j) * TETRIS_SIZE,
BOUND_SIZE + (nStartY + i)* TETRIS_SIZE,
BOUND_SIZE +(nStartX + j + 1) * TETRIS_SIZE,
BOUND_SIZE + (nStartY + i + 1)* TETRIS_SIZE);
}
}
}
}

//旋转方块, 并且靠左上角
VOID RotateTetris(BOOL bTetris[4][4])
{
BOOL bNewTetris[4][4] = {};//初始化置零
int x, y;
int xPos,yPos;
BOOL bFlag;//靠近左上角

//从上往下,从左往右,顺时针旋转
//靠上
for (x = 0,xPos = 0 ;x < 4 ; x++)
{
bFlag = FALSE;
for (y = 0 ;y < 4 ;y++)
{
bNewTetris[xPos][y] = bTetris[3 - y][x];
//逆时针旋转
//bNewTetris[x][y] = bTetris[y][3 - x];
if (bNewTetris[xPos][y])
{
bFlag = TRUE;//这一行有数据
}
}
if (bFlag)
{
xPos++;
}
}

memset(bTetris,0,sizeof(bNewTetris));
//靠左
for (y = 0, yPos = 0;y < 4 ;y++)
{
bFlag = FALSE;
for (x = 0;x < 4; x++)
{
bTetris[x][yPos] = bNewTetris[x][y];
if (bTetris[x][yPos])
{
bFlag = TRUE;
}
}
if (bFlag)
{
yPos++;
}
}
//memcpy(bTetris,bNewTetris,sizeof(bNewTetris));
return;
}
BOOL CheckTetris(int nStartX,int nStartY,BOOL bTetris[4][4],BOOL bGame[GAME_X][GAME_Y])
{
int x,y;
if (nStartX < 0)
{//碰到左墙
return FALSE;
}

for (x = 0;x < 4;x++)
{
for (y = 0;y < 4;y++)
{
if (bTetris[x][y])
{
//碰右墙
if (nStartX +y >=GAME_X)
{
return FALSE;
}
//碰下墙
if (nStartY + x >=GAME_Y)
{
return FALSE;
}
//碰到已有的方块
if (bGame[nStartX +y][nStartY + x])
{
return FALSE;
}
}
}
}
return TRUE;
}

//落地的方块合并,并且满足消除一行
VOID RefreshTetris(int nStartX,int nStartY,BOOL bTetris[4][4], BOOL bGame[GAME_X][GAME_Y])
{
BOOL bFlag = FALSE;
int x,y;
int newX,newY;//主要用来记录
int iFulllie = 0; //校区满行的格子记录行数,用于积分

for (x = 0; x < 4;x ++)
{
for (y = 0 ;y < 4; y++)
{
if (bTetris[x][y])
{
bGame[nStartX + y][nStartY +x] = TRUE;
}
}
}

for (y = GAME_Y,newY = GAME_Y; y >= 0; y--)
{
bFlag= FALSE;
for (x = 0;x < GAME_X;x++)
{
bGame[x][newY] = bGame[x][y];
if (!bGame[x][y])//这一行不满格
{
bFlag = TRUE;
}
}
if (bFlag)
{
newY--;
}
else
{
//满格的话,用上一行替换这一行
iFulllie++;
}
}

if (iFulllie)
{
g_uiScore -= iFulllie *1;
}
//合并以后生成新的方块,并刷新位置
memcpy(g_CurTetris,g_NextTetris,sizeof(g_CurTetris));
memcpy(g_NextTetris,g_astTetris[ GetRandNum(0,TETRIS_CNT)],sizeof(g_NextTetris));

TetrisX = (GAME_X - 4)/2;
TetrixY = 0;
}

//初始化游戏,就是方块最先初始化的位置
VOID InitGame()
{
int iTmp;

TetrisX = (GAME_X - 4 )/2 ; //居中
TetrixY = 0;

g_uiScore = 0;
g_uiInterval = DEFAULT_INTERVAL;

iTmp = GetRandNum(0,TETRIS_CNT);
memcpy(g_CurTetris,g_astTetris[iTmp],sizeof(g_CurTetris));

iTmp = GetRandNum(0,TETRIS_CNT);
memcpy(g_NextTetris,g_astTetris[iTmp],sizeof(g_NextTetris));

memset(g_stGame,0,sizeof(g_stGame));
}
//
//  函数: WndProc(HWND, UINT, WPARAM, LPARAM)
//
//  目的: 处理主窗口的消息。
//
//  WM_COMMAND	- 处理应用程序菜单
//  WM_PAINT	- 绘制主窗口
//  WM_DESTROY	- 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;

int nWinX,nWinY,nClientX,nClientY;
RECT rect;
BOOL bTmpTetris[4][4] = {};

switch (message)
{
case WM_CREATE:
//获取窗口大小
GetWindowRect(hWnd,&rect);
nWinX = rect.right - rect.left;
nWinY = rect.bottom - rect.top;
//获取客户区大小
GetClientRect(hWnd,&rect);
nClientX = rect.right - rect.left;
nClientY = rect.bottom - rect.top;

MoveWindow(hWnd,0,0,3 * BOUND_SIZE + (GAME_X + INFO_X)* TETRIS_SIZE +
(nWinX  - nClientX),
2 * BOUND_SIZE + GAME_Y*TETRIS_SIZE + (nWinY - nClientY),true);
InitGame();
SetTimer(hWnd,MY_TIMEER,g_uiInterval,NULL);
break;
case WM_TIMER:
//定时器中方块下降
if (CheckTetris(TetrisX,TetrixY + 1,g_CurTetris,g_stGame))
{
TetrixY++;
}
else
{
if (TetrixY == 0)
{
MessageBox(NULL,L"不行了",L"shit!",MB_OK);
KillTimer(hWnd,MY_TIMEER);
}
RefreshTetris(TetrisX,TetrixY,g_CurTetris,g_stGame);
}
InvalidateRect(hWnd,NULL,TRUE);

break;
case WM_LBUTTONDOWN:
RotateTetris(g_CurTetris);
InvalidateRect(hWnd,NULL,TRUE);
break;
case WM_KEYDOWN:
switch(wParam)
{
case VK_LEFT://左方向键
if (CheckTetris(TetrisX -1,TetrixY,g_CurTetris,g_stGame))
{//判断一下当前方块没有靠墙就
TetrisX--;
InvalidateRect(hWnd,NULL,TRUE);
}
else
{
MessageBeep(0);
}
break;
case  VK_RIGHT:
if (CheckTetris(TetrisX +1,TetrixY,g_CurTetris,g_stGame))
{//判断一下当前方块没有靠墙就
TetrisX++;
InvalidateRect(hWnd,NULL,TRUE);
}
else
{
MessageBeep(0);
}
break;
case VK_UP://变形,但是要判断变形成功或者失败
memcpy(bTmpTetris,g_CurTetris,sizeof(bTmpTetris));
RotateTetris((bTmpTetris));
if (CheckTetris(TetrisX,TetrixY,bTmpTetris,g_stGame))
{
//成功后,再把旋转后的copy回来
memcpy(g_CurTetris,bTmpTetris,sizeof(bTmpTetris));
InvalidateRect(hWnd,NULL,TRUE);
}
break;
case VK_DOWN:
while (CheckTetris(TetrisX,TetrixY + 1,g_CurTetris,g_stGame))
{
TetrixY++;

}
RefreshTetris(TetrisX,TetrixY,g_CurTetris,g_stGame);
InvalidateRect(hWnd,NULL,TRUE);
break;
default:
break;
}

break;
case WM_COMMAND:
wmId    = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// 分析菜单选择:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
// TODO: 在此添加任意绘图代码...
DrawBackGround(hdc);
DrawInfo(hdc);
DrawTetris(hdc,TetrisX,TetrixY,g_CurTetris);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
KillTimer(hWnd,MY_TIMEER);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}

// “关于”框的消息处理程序。
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message)
{
case WM_INITDIALOG:
return (INT_PTR)TRUE;

case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
break;
}
return (INT_PTR)FALSE;
}


代码参考:

主要是听了这个课程,这个公开课做点小项目,贪吃蛇,网络啊什么的,都是代码挺好的,作为一个熟悉其他领域的小项目非常适合上手:

http://study.163.com/course/courseLearn.htm?courseId=1367011#/learn/video?lessonId=1738230&courseId=1367011

windows下的win32编程要学的东西还比较多,下面给出一个简单的知识点:

内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: